Add triangle edge guardband for Tex2D lookup diff
authorKalle Raita <kraita@google.com>
Tue, 18 Jul 2017 21:52:15 +0000 (14:52 -0700)
committerKalle Raita <kraita@google.com>
Tue, 18 Jul 2017 21:52:15 +0000 (14:52 -0700)
commitdcb5991811ed287fc4a72126663136a94eb7dc39
tree3d7ad6c8dcedbce1de93e0c17f44e7f2648d6d2f
parent0f5658c72b495abc614f34f99067d7c662670ac3
Add triangle edge guardband for Tex2D lookup diff

Previously 3D and cube textures allowed pixels along the seam of
triangles to use data from either triangle. This change copies that
allowance to the 2D texture computeTextureLookupDiff. The projection
values chosen for the mipmap.2d.projected group make the data
discontinous over the edge, making it sensitive to tie-breaker
resolution. This change resolves the issue.

Affects: framework

Test: Executed mipmap.2d.projected group with failing result images
Bug: 63335787
Change-Id: Ibaed590fb5e1bc9eb837c9027ddadcea2081f629
framework/opengl/gluTextureTestUtil.cpp